Airk Posted April 30, 2012 Posted April 30, 2012 Awesome. I shall leave this cleanup in your (plural) qualified hands.
Errol Posted May 1, 2012 Posted May 1, 2012 looked over most of the hitboxes, cs2 vs csex. didn't see any changes. wasn't really expecting any but I wondered if 5b might have. seems not.
Airk Posted May 1, 2012 Posted May 1, 2012 Don't think so? 5B had a pretty large one in CS2 (changed from CS1). 5C, I've seen no signs of the hitbox being less terrible. :P
BatousaiJ Posted May 1, 2012 Posted May 1, 2012 5B active frame is the most notable change which makes it a good tool to stuff many back dashes.
pktazn Posted May 1, 2012 Author Posted May 1, 2012 I don't think there were any hitbox changes for her moves, just changes to start-up, active frames and whatnot.
Airk Posted May 1, 2012 Posted May 1, 2012 Aye; Change in active frames doesn't necessarily imply a change in hitbox.
Shruikon Posted May 1, 2012 Posted May 1, 2012 I could have swore the changes said that 5C had a bigger (vertical?) hitbox though.
Kiba Posted May 1, 2012 Posted May 1, 2012 + 5C hit-box is a lot better -/+ 5B hit-box seems bigger/better Aye; Change in active frames doesn't necessarily imply a change in hitbox. I was referring to this.
Airk Posted May 1, 2012 Posted May 1, 2012 Dunno; I suspect people were mistaking the change in active frames for a "better" hitbox on 5B, and the greater speed of 5C was causing people to use it for things they couldn't use it for before. Then again, I have no idea how people actually get this data.
Adelheid Posted May 1, 2012 Posted May 1, 2012 Dunno; I suspect people were mistaking the change in active frames for a "better" hitbox on 5B, and the greater speed of 5C was causing people to use it for things they couldn't use it for before. Then again, I have no idea how people actually get this data. There is a hitbox viewing tool for BB floating around somewhere. I dunno where though!
pktazn Posted May 2, 2012 Author Posted May 2, 2012 I could have swore the changes said that 5C had a bigger (vertical?) hitbox though. The changes were mostly impressions of what people saw/felt since that was when there was no frame data floating around and it was only in the arcades. I should probably note that in the OP.
eQualz Posted May 7, 2012 Posted May 7, 2012 So off a 5A starter, 0 charge mid-screen I hardly ever see people do DP whiff combo, instead they choose to go with standard/standing combo > 22x ender. Anyone care to elaborate why or when I should use which combo? Be it for damage, heat, oki, charge time etc.
Kiba Posted May 7, 2012 Posted May 7, 2012 Because the DP whiff combo leaves you in a bad position. It's ok with j.C > j.236A > j.214C (free movement with one jump) I guess, but there are those people who prefer being on the ground and you want better offensive options. The techable time of j.214C isn't that great and your opponent could rush to you pretty quickly, so yea, lack of oki. The best combo of a 5A is: 5A > 5C > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22A If you cannot do that, then the regular combo is advised i.e (5BB > 2BB > 5CC). Better oki, and you have better offensive options (3CC stuff, 2B stopping rolls, 2A crossunder etc)
Airk Posted May 7, 2012 Posted May 7, 2012 Because the DP whiff combo leaves you in a bad position. It's ok with j.C > j.236A > j.214C (free movement with one jump) I guess, but there are those people who prefer being on the ground and you want better offensive options. The techable time of j.214C isn't that great and your opponent could rush to you pretty quickly, so yea, lack of oki. The best combo of a 5A is: 5A > 5C > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22A If you cannot do that, then the regular combo is advised i.e (5BB > 2BB > 5CC). Better oki, and you have better offensive options (3CC stuff, 2B stopping rolls, 2A crossunder etc) Aye, the damage and heat on the DP-whiff with air-action leftover is REALLY not a good improvement on "combo zero" (like 225 more damage, and actually 1 less heat); The "full" version gets you another 175 damage or so, so might be worth it when you're THIS CLOSE >< to a kill, but it really doesn't seem very safe otherwise. The goofy j.BB combo seems like the best one if you can get it to work. I might need to start practicing it next, though I'm also very slowly working on my Mugen execution, because WTFN. I suck at using heat offensively anyway, so...
Kiba Posted May 7, 2012 Posted May 7, 2012 Honestly, I've gotta say I like how everyone is jumping on the j.BB loop combo. 'bout time! It's a fun combo to use.
BatousaiJ Posted May 7, 2012 Posted May 7, 2012 Honestly, I've gotta say I like how everyone is jumping on the j.BB loop combo. 'bout time! It's a fun combo to use. I only still make it point to do it on the easiest characters to land it on like Tager, Haku and Valk as I think whiffing j.BB and losing knockaway/charge time is really crappy when you're balancing the pros of the combo itself especially in netplay where the connection isn't too reliable for truly timing specific stuff.
Kiba Posted May 7, 2012 Posted May 7, 2012 Well of course. That and I mean if there is an opportunity to use it, go ahead, as it's better than using the standard combo.
Errol Posted May 7, 2012 Posted May 7, 2012 It looks like it has nice potential for resets, so I was looking from that angle.
Errol Posted May 9, 2012 Posted May 9, 2012 Characters that can easily get 5k off a gold burst make me want to just stop playing this game.
SolarMisae Posted May 9, 2012 Posted May 9, 2012 Characters that can easily get 5k off a gold burst make me want to just stop playing this game. I saw this an remembered I used to play Mu. Good times.
Eshi Posted May 9, 2012 Posted May 9, 2012 It looks like it has nice potential for resets, so I was looking from that angle.it is actually pretty fantastic for resets. Just learn the point at which the jBB > jC drops for certain combos and then do either jC, or low jC that cancels with landing recovery and go for low/throw. I'm definitely going to add it to my repertoire.
Errol Posted May 9, 2012 Posted May 9, 2012 (edited) it is actually pretty fantastic for resets. Just learn the point at which the jBB > jC drops for certain combos and then do either jC, or low jC that cancels with landing recovery and go for low/throw. I'm definitely going to add it to my repertoire. Yeah, that's exactly what I was thinking. The timing isn't even that hard because if you do the jBB timing properly then jC hits ultra deep... Delay a little bit and you get it canceled by landing recovery. I still haven't checked if it's safe to DP'ing out. My hunch is that it isn't, unfortunately. You also still get 2500 damage if you reset it there. (off a 5c starter). Edited May 9, 2012 by Errol
Surf Posted May 10, 2012 Posted May 10, 2012 Ive tried it a couple times in matches but not too often. I actually need to do it more because its a lot of meter gain. Its probably the one combo I still don't use on a regular basis, that and 1 Charge Mugens
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